In this lesson will create a close 2D pocket clearing operation. After completing this lesson, you'll be able to, use 2D adaptive to rough closed pocket. Use 2D adaptive for rest machining and create a 2D contour finishing tool path. In fusion 360, we want to get started with the supply dataset, 2D pocket, ready to program. I always want to check the units inside of my file, to make sure that I am set to the correct units, in this case, inch. Then I want to note, that this design already has a setup in it. The stock is defined, the coordinate system is defined but there are no operations yet. So to get started, we want to begin by noting that we're dealing with some 2D operations to start. You'll notice that there's a 2D menu, and a 3D menu, as well as multi axis. It's important to note that some of the 2D operations can be used in 3D. Some of the 3D operations can be used in 2D or multi axis as well. So as we're looking at these menus, the distinction that I want to make sure we understand, is how the operations are defined. So the 2D operations are generally defined by chains. These are going to be edges, even if we select a face, those edges are going to be the definition of the operation. The 2D operations are not model aware, they're based on those chains selections. The 3D operations that were going to get into shortly, are going to be model aware and they're generally containment driven. I say generally because, while they are containment driven, we can also have additional selections such as faces that we want to focus our attention on. So as we get started, those are some of the important things to understand about the differences between 2D and 3D. We are going to start with 2D, to make sure that we understand exactly what we're doing, make sure that we understand the selection before moving into 3D. Before I get too far, I want to go into my models and I'm going to hide my vice and I also want to take a look at my sample, expand it and take a look at the bodies. Notice that the body is inside of this component but in the body's folder we have our stock. So I'm going to hide the stock and focus my attention just on the part. It's already been defined in the setup that the fixture, the vice, the stock, all that has already been selected, so we can focus our attention just on the part for right now. As we get into machining the outside, it is important to bring back the vice to make sure that we aren't going too deep. But note that we did select it as a fixture, so it is going to be used for some of the collision checking. From here, we're going to get started by creating a 2D pocket. From the 2D drop down, we're going to select 2D pocket. First, we need to select our tool. Going into our tool selection, we can go into our cloud library and the machining three access library that we uploaded. We're going to be taking a look at a quarter inch flat end mill to start which is tool number eight. We're going to select tool number eight and remember the information I presented about cutting data. These tools in the library that we uploaded, only have a default preset. If you're grabbing any tools from the samples for example, you want to make sure that you are using it for roughing and not for slot or finishing at this time. We're going to select that and then we're going to move on to the second tab which is going to define our geometry. Again with pockets, we can define the chain or we can select a face. One of the differences you're going to notice, is if we select the chain, it doesn't know that the boss is in the center, we'll also have to select the boss. We have a blue preview on exactly what's being machined. If we select the face, it's automatically going to know that there is a boss in the middle and it's going to give us the same result in most cases. We will have some examples later on, that I'll show you where the chain selection versus a face selection will actually produce a different result. But in this case with this closed pocket, it will give us the same result, whether we select the face or both chains. As we're looking at our options in the geometry, there's options for things like stock contour, which we can turn on. This will automatically bring in the stock and use this as sort of the guiding area for knowing where material is. Since we're focused on an internal pocket and we're just focusing on understanding the differences between a 2D pocket and 2D adaptive. I'm not going to worry about stock contour for this example. Rest machining is going to look at previous operations, or in the case of 2D, because it's not model aware, it's looking at the definition of a tool diameter. In this case we haven't machine anything yet, so again, it's not going to matter. The wrap toolpath and tool orientation aren't going to affect us in this case either, so we're going to move on to our heights. These are all the default heights for where the tool is going to retract to, where it's going to start the feed versus a rapid movement, and where it's going to start cutting. For us, the bottom height is the critical bit right now and that's the selected contour, so again, these are fine. If we're worried about making the most efficient program, we would want to bring our clearance height and our retract height down closer to the part, and still make sure that we have enough clearance. We're going to move on to our passes, to help define what this operation is. As we're starting to learn operations, a general rule of thumb that I like, is to just start with the defaults. Use the default values, create an operation and then modify them from there, to see exactly what you're working with. For us right now, there are a few things that I do want to point out. I want to note that we don't have a finishing pass turned on. With this 2D pocket operation, we actually have the option to do finishing passes. We don't have any of these other options turned on such as preserve order or both ways, but we do have a maximum step over value. Right now, we're using a quarter inch tool and the maximum step over of 0.2375, is a bit more than I would want to use on this tool. Right now, using an eighth inch would be about half of the tool engagement, so I'm actually going to go down a little bit farther than that and put 0.625. We have the option to use more spiral, we'll turn on these a little bit later and make sure that we understand what's happening. And we're going to move on to the linking parameters and note that the linking parameter, again, we're going to leave all those as default. It's going to try to do a helical entry, and the helical entry is going to be based on the diameter 0.2375. It might have trouble finding a location to do that, but again, we're going to leave those on as default. We're going to say okay, and allow it to try to generate that operation. Because we have automatic and stock turned on, we can see exactly what has been machine, what's been removed. I'm going to change this to transparent, so I can see what material is left behind in those corners. So we have a good idea as to what the 2D pocket operation is doing. Let's go ahead and temporarily turn off the stock display, so we can take a look at the traces of the tool path. You can see that we have our helical entry, we have a lead in and lead out in certain areas and then we have the exit point over here. Next, let's take a look at what a 2D adaptive can do. So right now we're going to use our 2D drop down and select to the adaptive clearing. We're going to use the same tool and all the same default presets. We're going to move on to our geometry, we're going to make the same selection, again grabbing the pocket face instead of the edges. But again, in this example it's going to give the same result. We're not going to turn on any of the other options, especially not rest machining. We want to see what this will do from the start. The same retract, the same stock top height and the same bottom height are going to be used. And then in the passet section, I'm going to leave stock to leave, turned on. I am going to make a change and I'm going to turn on smoothing. The smoothing option will help us reduce the size or the amount of code that gets created. It's not going to make much of a difference here because we're dealing with all straight lines and arcs. But on more complex parts, the smoothing tolerance and ultimately turning smoothing on, will allow it to convert some of those movements into arcs and straight lines wherever possible. Whenever you hover the cursor over certain areas inside of fusion 360, you'll generally see what's called a tool tip. I have the tool tips temporarily turned off, but they are very handy when you want to see more information about some of these operations. Notice that it automatically defines the optimal load as point one, which is going to be a bit more than we're using for our 2D pocket, but it's a bit less than we can actually drive the tool. We could increase that, to up to 50% of the tool, assuming that we're cutting a soft aluminum. And again, I'm going to leave all the default linking parameters turned on and say okay. So now it creates this adaptive tool motion. We're using a tool that's too large to get into the corners, but you can see that it is coming in and it is creating this pocket operation and it's looking a little bit different than we would expect to see. If we go up to our display stock or again hit F eight, you can see that it's removing about the same amount of material, it's just going about it a little bit differently. I'm going to go into my action section and simulate, and I want to watch the tool movement. So as the tool comes in, you'll notice that stocks already been removed, but since we're not using rest machining, it doesn't really care about that 2D pocket. As it's going through, you can see how it's clearing out the material, it's using these small motions to keep that consistent chip load and then it's coming out. So there are things that we can change about both of these operations to get the tool and a bit farther. But with the 2D adaptive, we can actually use a smaller tool and cut more of that pocket. For this example, we're not going to worry about that. We want to finish off, by making a final cut to finish off the rest of that pocket. This can be done with a 2D contour, or we can actually copy our 2D adaptive. We can right click on it, and we can duplicate this by going down to the duplicate section and then making some adjustments. For right now, I'm going to take the 2D pocket, and I'm going to suppress it so that it's not used in the stock calculations. And then I'm going to come down to my second 2D adaptive and I'm going to make an adjustment to the tool. I'm going to go back into my cloud library, and instead of using our quarter inch, I'm going to use a three sixteenth end mill and select that. I'm going to go into my passet option and in stock to leave. I'm going to change the radial stock to leave to 0.1, and I'm going to change the axial stock to leave to zero. I'm then going to go back to my original to the adaptive and I'm going to change the stock to leave on the axial direction to zero. This is basically allowing it to cut the floor, but not completely cut the wall. I'm going to select set up one, and do a quick simulation, jumping past the original adaptive and then taking a look at the second adaptive. Notice because it's not using rest machining, it doesn't know that stuff has already been machined and removed. Because it doesn't know that, it's spending a lot of time cutting geometry that has already been cut. But the beauty of the adaptive toolpath, is we can use a relatively small tool that we wouldn't generally use. So in this case, I'm going to suppress the original with the quarter inch, allow it to recalculate with the smaller tool, and take a look at the stock preview. You can see here now that it's removed all the material for us, and because we're using that consistent chip load, we know that we're not overloading that tool. And in reality we would likely face this part first, so we'd be cutting less material. The last thing that we would want to do here is, we would want to use a 2D contour to finish off the walls. Using that same three sixteenth flat, I'm going to select the bottom edge and the bottom of this boss. Underpasses, we want to make sure that we're not leaving any stock, and I'm going to just simply do a single cut using all the defaults and allow it to come in and remove all that material. Once again, I'll do a final simulation, playing through the last operation, allowing it to come in and clear out those walls, to finish off the bottom and the sides of that pocket. Once again, the idea here was not to completely remove all this material, because we didn't face the part. But really to take a look at 2D pocket and 2D adaptive, and how they differ in the way they approach the same pocket. From here, I'm going to go back to home view, and make sure that I save it before moving on.